MagicDuel

Prince DarkMagic

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 5,000of 5,000

288 days in the realm since 27 August 2008 · started in The Original Story Mode

Record

  • Fights718 won · 1,059 lost
  • Active4% of days · 288 of 6,606
  • Adept ofKing Bull
  • Player ID85664
Play with Prince DarkMagic as your mentor

Join the realm from this page and you start as Prince DarkMagic’s adept. MagicDuel is free to play in the browser.

Character

Combat stats tap a row for its sources

  • 214.08 initial = 214.08

    The plain force your creatures strike with when you send them into a ritual.

    Treasure from won fights, where it is the cheapest of the nine to raise. Worn weapons lend it, and some shop and reward items grant it.

    Damage is your attack less the target's defence, and most abilities start their sum from it. Your total is shared out across the creatures in your ritual, so the same attack goes further in a ritual of two than in a ritual of six.

  • 110.67 initial = 110.67

    How much of a blow your creatures shrug off before it touches their vitality.

    Treasure from won fights, at three and a half times the cost of attack. Worn armour lends it, and some shop and reward items grant it.

    It is subtracted from nearly every incoming blow, so a defence above the enemy's attack leaves them doing the minimum of one damage. Like the rest, your total is shared out across the creatures in your ritual.

  • 68.82 initial = 68.82

    The strength behind everything your creatures do that is not a plain blow.

    Treasure from won fights, the second cheapest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    Healing, protecting, stealing life, draining principles and poisoning all measure themselves against power and ignore attack entirely. Stealing life is capped at 20 percent of a creature, and an aimed hit at 25.

  • 22.93 initial = 22.93

    How early your creatures move when a round opens.

    Treasure from won fights, at five times the cost of attack. Worn gear lends it, and some shop and reward items grant it.

    The whole field acts in order of initiative, highest first, so it decides whether you land a killing blow before the other side answers or after.

  • 28.21 initial = 28.21

    How readily the realm's heat answers to you, in a fight and on the road.

    Treasure from won fights, and one of the dearer of the nine. Worn gear lends it, and some shop and reward items grant it.

    It is added to the heat you get for a fight you start, and a quarter of it is added to the heat of every step on your own land, or on any land while you belong to none.

  • 18.26 initial = 18.26

    The realm's willingness to tilt a moment your way, or against you.

    Treasure from won fights, but only on about one win in eight, so it grows in jumps rather than steadily. Clickables in the lands hand it out, and worn gear lends it.

    On roughly one scene in three, luck finds you Winertia; luck below zero loses it instead. In a fight, luck on either side can double an effect or cancel it outright.

  • 30.87 initial = 30.87

    How readily your vitality comes back to you.

    Treasure from won fights, and by far the dearest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    It swells the vitality your house pays you on every refresh, by up to half again, with half of that reached at 2,000. After a fight, every creature you sent is brought back up to at least its regeneration as a percentage of its maximum vitality. Your regeneration is shared out among them like the other stats.

  • 22.60 initial = 22.60

    Your nose for a price, and how hard you are to overcharge.

    Treasure from won fights, at one of the higher costs of the nine. Worn gear lends it.

    It takes up to 25 percent off a dwelling, a weapon and your house rent. The discount climbs fast at first and then flattens, reaching half its maximum at 750 and never quite the whole 25. It is the one of the nine the fight engine never reads.

  • 47.46 initial = 47.46

    How well you hold together while crossing land that is not yours.

    Treasure from won fights, at one of the higher costs of the nine. Worn helms and shields lend it.

    Stepping into another house's territory costs you vitality, and your energetic immunity cancels that percentage of the loss. At 100 the crossing costs nothing at all.

initialweaponsterritoryalliancemagicillusion

Skills that only grow

  • nothing yet = 0.00

    The weight of your own will, built by going where the realm pushes back.

    Every scene you enter that costs action points. Going in above the viscosity minimum pays more than going in below it. The secured day streak pays as well.

    Your share of a forge wish. There are five bands, from a tenth to a half.

  • 80 initial = 80.00

    How far your character can still be reshaped. It starts at 80 for everyone and is only ever spent.

    Nothing raises it yet. Every card you take by converting permanent stats lowers it by one.

    The price of your next card. At 80 a card costs 10 points; each point of plasticity you lose makes the next card dearer (59, then 69, then 81 ...), and each point above 80 makes it cheaper, down to a floor of one.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Principle of Balance 149.42 · Principle of Imagination 139.46 · Principle of Light 554.95 · Darkness Principle 60.38 · Principle of Syntropy 153.73

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Great Magic Visionary Comments on self

              Prince DarkMagic                                                           I have no Eyes     I can not see    

                                                                                                                            

                                                                                              I see thing others can only taste, hear, or smell

                                                                                                                   

 

      Dark Magic .................... I have traveled to many Lands and I have seen many mysterious things.... Knowledge is the Key to all things.

     My mission is to gain the knowledge i seek to become the greatest Spell caster of all the lands. to be strong and respected and the most powerful warrior known. i was born with no eyes so therefore i have no sight vision....and as a baby i was left to die..but by some grace i did not. A magic caster found me and raised me he taugh me many things like how to see with my other senses smell , touch , and hearing with these senses i can see things others can not for these senses are very strong, very strong indeed. 

     when i first meet someone new to me i get a sense of smell of them and i can remember thier sent jus as other remembers from sight. but the difference is i can smell farther than one can see i can sense movement for miles and i can hear things from great distances. I can also hear different colors.....

     No one will be aware of this unless they read it inmy papers it s a secert and i will not speak it to anyone... But this Magic caster would not teach me magic. I liked his magic it was strong and powerful... He told me many times that i was not of his blood and he would never teach me his Magic, but however he did teach me how to fight and defend my self...I learned his fighting lesssons well..It made me strong and powerful and i now realize this is not the power i want.i want the power of Magic.

     I set out on my own to discover this power of Magic on my own.... although i did learned some Magic from the Magic Caster i stilll wanted the power and the Magic my adopted father had.

I have found it to be wise to help others whenever possible and with this powerful Magic which i seek i shall do just that.......Deciet is my only unseen enemy...

Personal hate list

I hate things with no smell I hate things with no sound I hate things with no movement and most of all I HATE deciet. Even a Blind Man can see decite......

fight Military ways and beliefs

Get involed!

Creatures 26

  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Elemental IIElemental IIlevel 3
  • Water Guardian IWater Guardian Ilevel 3 · 3 held
  • Water Being IWater Being Ilevel 1 · 15 held
  • Elemental IElemental Ilevel 2 · 5 held
  • RemainsRemainslevel 1

The most experienced kinds, of 26 creatures in all.

From the Adventure Log

Page 348 · The Inner Sun - Iam.

Time passes as I am Bored studies the pages within the book. The library is surprisingly silent as he looks everything over at least twice, sometimes more. Looking through the book, he finds what looks like a simple wax seal. When I am Bores tries to open the sealed section, however, the wax holds fast. “Hey!! What is this?!”

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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